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    <title>jq22.com</title>
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    body{height:100%;margin:0;padding:0;background-color:#212121;}#container{position:fixed;touch-action:none;}
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    <script src="./js/three.min.js"></script>
    <script id="vertexShader" type="x-shader/x-vertex">
        void main() {
            gl_Position = vec4( position, 1.0 );
        }
    </script>
    <script id="fragmentShader" type="x-shader/x-fragment">
      uniform vec2 u_resolution;
      uniform vec2 u_mouse;
      uniform float u_time;
      uniform sampler2D u_noise;
      uniform sampler2D u_bg;
      uniform float u_scroll;
      const vec3 cloudcolour = vec3(.07,0.0,.24);
      const vec3 lightcolour = vec3(.25,0.6,1.);
      float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
      vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
      vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
      float noise(vec3 p){
          vec3 a = floor(p);
          vec3 d = p - a;
          d = d * d * (3.0 - 2.0 * d);
          vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
          vec4 k1 = perm(b.xyxy);
          vec4 k2 = perm(k1.xyxy + b.zzww);
          vec4 c = k2 + a.zzzz;
          vec4 k3 = perm(c);
          vec4 k4 = perm(c + 1.0);
          vec4 o1 = fract(k3 * (1.0 / 41.0));
          vec4 o2 = fract(k4 * (1.0 / 41.0));
          vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
          vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
          return o4.y * d.y + o4.x * (1.0 - d.y);
      }
      void main() {
        vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x); 
        float noise1 = noise(vec3(uv * 3. * noise(vec3(uv * 3. + 100., u_time * 3. + 10.)), u_time * 2.))  * 2.;   
        float noise2 = noise(vec3(uv + 2.35, u_time * 1.357 - 10.));
        uv.y -= u_scroll * .0001;  
        uv += texture2D(u_bg, uv * vec2(.5, 1.) - vec2(u_time * .05, 1.) - .5 * .05).rg * 0.08 + noise1 * .008 * (1. - clamp(noise1 * noise1 * 2. + .2, 0., 1.)); 
        vec3 tex = texture2D(u_bg, uv * vec2(.5, 1.) - vec2(u_time * .02, 1.) - .5).rgb;  
        uv.y -= u_scroll * .0001;
        vec3 tex1 = texture2D(u_bg, uv * vec2(.5, 1.) - vec2(u_time * .08, 1.)).rgb;
        uv.y -= u_scroll * .0001;
        vec3 tex2 = texture2D(u_bg, (uv * .8 + .5) * vec2(.5, 1.) - vec2(u_time * .1, 1.)).rgb;   
        vec3 fragcolour = tex;
        float shade = tex.r;
        shade *= clamp(noise1 * noise2 * sin(u_time * 3.), .2, 10.);
        shade += shade * shade * 3.;
        shade -= (1. - clamp(tex1 * 4., 0., 1.).r) * .2;
        shade -= (1. - clamp(tex2 * 4., 0., 1.).r) * .1;  
        fragcolour = mix(cloudcolour, lightcolour, shade);
        gl_FragColor = vec4(fragcolour, 1.);
      }
    </script>
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